Wednesday, 18 September 2013

Morikawa Deck - Inspired by the Crazy Diamond

Hey guys, today I will be showing you all a deck profile on a deck, suited for Morikawa who simply loves Grade 3s. This is inspired from the Crazy Diamond Deck made by Nilda, who won the Junior Championship in Japan. I will be adding / editing his decklist to make it "better" hopefully. As we know, his deck requires the use of Daikaiser and Enigman Storm, including Commader Laurel to enable the 3 Critical attack, the ability to break through your opponent's guard, and standing when it hits with 3 criticals. However, if your opponent were to survive that, the whole deck becomes a Vanilla after that, with the only way of winning was to just attack. With some minor adjustments to the deck, this deck is more viable after you Break Ride Storm. Without furthur ado, let us proceed with the deck list.


Dimensional Police - Crazy Diamond Version 2



Grade 0s: (17)

1x Engiman Flow - FVG
4x Dimensional Robo, Daibattles - CT
4x Evil Eye Monster, Gorgon - CT
4x Dimensional Robo, Daicrane - DT
4x Dimensional Robo, Gorescue - HT

Grade 1s: (12)

4x Enigman Ripple
4x Dimensional Robo, Daishield
4x Commander Laurel

Grade 2s: (6)

2x Enigman Wave
4x Operator Girl, Mika

Grade 3s: (15)

4x Dimensional Robo, Daikaiser
4x Engiman Storm
3x Original Savior, Zero
4x Dark Dimensional Robo, "Reverse" Daiyusha

There it is, the deck list. As you can see, the Grade 3 line up... Has a lot of Grade 3s, which consists of Daikaiser, Storm, Zero and "Reverse" Daiyusha. The main idea of using this deck is using the Enigman Ride Chain to prevent getting Grade stuck,and enabling Engiman Storm to have 11,000 power on the Vanguard with Wave in the soul. Operator Girl, Mika is there for the pressure, and the Counter Blasts. 

Here is the main strategy. You will have to have a proper field for this, or not really a proper field, but at least 4 Rear Guards.



Operator Girl, Mika     Enigman Storm (Break Ridden).    Original Saviour, Zero

Enigman Ripple.         Dimensional Robo, Daicrane.         Commander Laurel



This is an ideal field for the combo, which will involve getting Storm to 3 Criticals with his own ability, plus the critical from the break ride itself. With Daikaiser's ability, you are able to destroy 1 of your opponent's cards in the guardian circle for each Grade 3 you drive check, making it easier for Commander Laurel's effect to restand a 3 Critical Enigman Storm. This is really inconsistent sometimes if you do not manage to ride Daikaiser. Therefore, this deck thus has a backup with "Reverse" Daiyusha and Original Saviour, Zero, which will work magnificently with both Storm and "Reverse" Daiyusha, and especially "Reverse" Daiyusha. Why? Because with Zero's break ride ability, you are able to reduce your opponent's Vanguard power by 5000. Combine that with "Reverse" Daiyusha's Limit Break / Tyrannus Gravity, your opponent will have their Vanguard lose 15,000 power in total. The main reason for having "Reverse" Daiyusha is to have more viablity after you fail the Enigman Daikaiser combo. Of course, "Reverse" Daiyusha needs to lock 2 Dimensional Robo Rear Guards, which is why you would most likely have to triggers, or Daikaiser / another "Reverse" Daiyusha to the back row for locking. However, there is no harm in doing that as long as you do not call a Grade 3 behind the Vanguard. Also, to allow your opponent to completely deplete his hand with either Enigman Storm & Daikaiser or Zero & "Reverse" Daiyusha combo, we have to quickly push your opponent to 3-4 damage, which can be done with the 8 Criticals in the deck, or simply rushing your opponent as soon as you get to Grade 3, by calling out your useless Grade 3s in your hand.

That is it for now, take care! :)

Tuesday, 10 September 2013

Descendant of the "Gauntlet Dunk" - Deck Profile

Welcome to another lovely deck profile! Today, I will be analyzing an Eradicator Deck. Pretty much from the title of this post, you can tell that it will have these 2 cards: Eradicator, Dragonic Descendant and Eradicator, Gauntlet Buster Dragon. Let us start off with the deck list. BEFORE we move on to anything else, let me explain what dunking is. Basically, Gauntlet Buster Dragon takes a Gauntlet Basketball and Dunks your opponent, in other words, Critical your opponent to death or retiring and mind blowing your opponent with your extremely good tactics, which can only be done with Gauntlet Buster, and only Gauntlet Buster. Another word for dunk, is slam, but dunk is preferred.


Descendant of the Gauntlet Dunk - Eradicator Deck




Grade 0s:

1x Ambush Dragon Eradicator, Linchu - FVG
4x Divine Spear Eradicator, Pollux - CT
4x Eradicator, Yellow Gem Carbuncle - CT
4x Eradicator, Dragon Mage - DT
4x Worm Toxic Eradicator, Seiobo - HT

Grade 1s:

4x Eradicator Wyvern Guard, Guld
4x Eradicator, Demolition Dragon
2x Iron Blood Eradicator, Shuki
2x Rising Phoenix
2x Eradicator of Ceremonial Bonfire, Castor

Grade 2s:

4x Eradicator, Spark Rain Dragon
4x Supreme Army Eradicator, Zuitan
3x Dragonic Deathscythe

Grade 3s:

4x Eradicator, Gauntlet Buster Dragon ( Main Ace Card, and the Dunker)
2x Eradicator, Vowing Sword Dragon (To empower our dunker to the max)
2x Eradicator, Dragonic Descendant (Back-up Ace and our Finisher)



Yes, so that is it. The Deck profile. Basically this deck focuses on Riding GBD / Break Riding GBD to wreck the opponent's field and then Finishing the game with Descendant. It is very straight forward and easy to play deck as the deck synergizes well with both Gauntlet Buster and Descendant. 

Let us head on to the analysis of the decklist.

Grade 0s:


1x Ambush Dragon Eradicator, Linchu - This card is one of the best starters in the game in my opinion. Being able to retire your opponent's starters or other important grade 1s on the field is simply amazing. It also helps in pressuring your opponent, who requires the starter a lot. One example is Stealth Beast, Kuroko, the Nubatama starter, which is clearly the key card to the entire Nubatama itself. Great Starter as it also fills up the soul for Rising Phoenix.

8x Critical Triggers - In order to successfully dunk the opponent, we must have 8 criticals to maximise the amount of slamming power we have. This will help do early game damage to push your opponent to 5 fast, or just to pressure the opponent with a Critical on a Rear Guard, forcing more guard.

4x Draw Triggers - This draws will help you to maintain your hand size, and also help you get more cards for Descendant's Limit Break as well.

4x Heal Triggers - Heals are always nice. Helps to Unflip Damage for more slamming.

Grade 1s: 

4x Eradicator Wyvern Guard, Guld - Our Perfect Guard. Helps us prevent your opponent from dunking us instead.
4x Eradicator, Demolition Dragon - Our 10k attacker, helps us in our offense abit, and a decent 7k Booster.
2x Iron Blood Eradicator, Shuki - One of the cards that supports GBD a lot. He gains 3000 power for each unit retired. He is also a 7k Booster. He one of the key cards in the deck, but too many is not that good either.
2x Rising Phoenix - Another key card in the deck which helps you draw cards with a Soul Blast of 2. Although he is 5k power, he can still boost for magic numbers against 11k Base Vanguards.
2x Eradicator of Ceremonial Bonfire, Castor - Our Recycler. Good if you get grade stuck or you just have a bad starting hand.

Grade 2s:

4x Eradicator, Spark Rain Dragon - 12 attackers are always welcomed in any deck. Playing 4 will maximize the chances of having them in your hand and field.
4x Supreme Army Eradicator, Zuitan - Damage Unflipper and Soul Charger for Rising Phoenix. Pressure card as well, works great in this deck.
3x Dragonic Deathscythe - The real question is why Dragonic Deathscythe instead of Cho-ou? Dragonic Deathscythe requires a Counter Blast, and its not an Eradicator! So why use it? Well for the answer, you could say that the freedom of choosing which unit to retire is great, especially if the opponent has a Basil. Cho-ou cannot sniper Basil, but Deathscythe can. And although this deck is especially Counter Blast Heavy, most of the Counter Blasts are going to go to GBD's one anyway, so why not have the freedom of choosing which Rear Guard to retire, rather than have your opponent select a unit, which might end up wasting your efforts of retiring. Examples would be Stamp Sea Otter, Winged Dragon, Skyptero and of course, Ancient Dragon, Iguanogorg

Grade 3s:

4x Eradicator, Gauntlet Buster Dragon - Our ACE CARD and our DUNKER. He can easily end the game if your opponent does not have enough guard due to his Limit Break which gives him an insane number of Criticals for each Rear Guard you retire with your card's effect. I have dunked many people with a 4 Critical Gauntlet Buster. The taste of doing that is simply amazing. This card can also mess up your opponent's field early game. With a simple Especial Counter Blast 2, your opponent chooses a Rear Guard to retire. This is crucial early game as the opponent may have to decide between retiring an attacker of his starter, or in the best case scenario for you, foreced to retire his starter if he has no other rear guards on the field. This can lead to an overwhelming advantage late game as you just minused the opponent. The Limit Break could be said also as a bonus, or for the pressure. I used to think this unit really sucked as it was easily guarded, but in order to make full use of this crit, be sure to use it at the right moment so that your opponent has to guard it, and you can give all your trigger effects to a rear guard, like Zuitan for even more pressure, and eventually forcing your opponent to guard more, be mindblown, or just lose the game, or let you unflip and soul charge with Zuitan. Isn't it wonderful? This card is really good, I suggest you actually try him out. Come on people, start Dunking!

2x Eradicator, Vowing Sword Dragon - Break Rides are always welcomed to hep enhance your dunking potential. With the Break Ride, it automatically gives your Gauntlet Slam Dragon a +13k/+1 Critical.  Pretty good if you ask me. Even if you break ride Descendant, you are sure to end the game if the opponent is at 5 as a Descendant standing with 21k ++ to attack with an extra Critical is deadly.

2x Eradicator, Dragonic Descendant - Our back up Vanguard. Ever since he got restricted , people started playing 2 of him and most of us realised that 2 of him is fine in any Eradicator Deck. He is a good finisher with his Limit Break, allowing him to stand back up with an extra critical if his first attack did not hit. However, his cost is high as you will have to Counter Blast 1 and Discard 3 Eradicators from your hand. That is a lot, and mind you, Descendant requires a lot of skill to use as well. Not as straight forward as Gauntlet Basketball.

Conclusion:


So this is my Eradicator Dunking Deck Profile/ Deck List. If you have any questions, please ask. Thank you and take care! 
PS: I will be updating this a bit more.

Monday, 9 September 2013

Card Review of the Week : Star-vader, Chaos Breaker Dragon

Welcome to the Card Review of the Week. This week's card is no other than Kai's fearsome Ace Card from BT-13, Star-vader, Chaos Breaker Dragon.



Let us first take a look at his skill:

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Soul Blast (1)-card with "Star-vader" in its card name] During your opponent's end phase, when one of your opponent's locked cards is unlocked, you may pay the cost. If you do, retire that unit, and draw a card.
[ACT](VC):[Counter Blast (1) & Choose a card with "Star-vader" in its card name from your hand, and discard it] Choose one of your opponent's rear-guards, and lock it. This ability cannot be used for the rest of that turn.
(Locked cards are turned face down, and cannot do anything. Turn them face up at the end of its owner's turn)
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)



Let me explain his skill. Basically with his Limit Break,whenever one of your opponent's units are unlocked at the end of their turn, by Soul Blasting 1 Star-vader, you can retire the unlocked unit and draw one card from your deck. Wait.. Isn't that just minusing your opponent, and plussing yourself? It actually is, if you do not use Chaos Breaker's Second ability to lock, which makes you discard a card as a cost, granting you a net 0 and a minus 1 for your opponent.

In my opinion, this unit is really strong. Why? Because this unit gives you a huge advantage every turn with his Limit Break as it allows you to draw 1 card and retire the opponent's rear guard, possibly sealing off an intercept as well or a strong attacker. However, the Soul Blast makes this ability less spammable as Link Joker has a hard time or very little ways of filling up the soul other than Dust Tail Unicorn or Palladium, all of which requires a Counter Blast.

His second ability is also a really good ability with a cheap cost. With an especial Counter Blast (1) and a discard of any Star-vader, you can lock any of your opponent's rear guards, sealing 1 attack if you lock the front row, which is also equivalent to saving a 10k shield. This will mean that the card you discarded for this is worth 10k shield, turning useless Grade 3s in your hand into 10k shields. This effect is really strong.


Let us head over to the Pros and Cons of this card.


Pros:



-Strong Limit Break, grants a huge advantage over opponent
-Personal Booster, Star-vadet, Chaos Beat Dragon, grants it 5000 power if your opponent has a locked unit
-Cheap cost for lock
-Extremely Defensive


Cons:



-Lack of power without Chaos Beat
-Requires Soul for Limit Break which is hard for Link Joker to get.

Tips:


-This card, combined with Infinite Zero and Dust Tail will allow a Triangle Lock, and with a Soul Blast 3, you can retire the Triangle Locked cards and draw 3 with Chaos Breaker's Limit Break, granting you a majorly huge advantage.

-Make use of his second ability to stop an attack from your opponent by locking his front row Rear Guard.

-Playing Chaos Beat Dragon will grant Chaos Breaker a power boost, which is what Chaos Breaker lacks.


That is it for now, until next time, tale care! :)




Saturday, 7 September 2013

Link Joker - Moebius Operation! Deck Profile and Strategies

Hey guys, this post is going to be about a Link Joker Deck Profile and it's strategies and how to effectively use this deck, its pros and cons as well. Without furthur ado, let us proceed on with the deck list itself. 


Link Joker - Star Vaders' Moebius Operation


Grade 0s:

1x Star-vader, Dust Tail Unicorn - FVG
4x Star-vader, Meteor Liger - CT
4x Star-vader, Vice Soldier - CT
4x Star-vader, Nebula Captor - DT
4x Star-vader, Stellar Garage - HT

Grade 1s: 

4x Demonic Claw Star-vader, Lanthanum
4x Barrier Star-vader, Promethium
4x Demonic Bullet Star-vader, Neon
2x Prison Gate Star-vader, Palladium

Grade 2s:

4x Unrivaled Star-vader, Radon
4x Evil Claw Star-vader, Niobium
3x Star-vader, Mobius Breath Dragon

Grade 3s:

4x Star-vader, Infinite Zero Dragon
4x Star-vader, Nebula Lord Dragon






Basically, this deck focusses a lot on its ace card, Star-vader, Nebula Lord Dragon, and it's main strategy is to break ride Nebula Lord over Infinite Zero for the front and back lock, then using Dust Tail to immoblize your opponent's whole field by locking the other rear guard in the front row, making it a Triangle Lock formation. This will prevent your opponent from attacking with his rear guards and only be able to attack with his Vanguard without a boost. This is defensive as well as offensive with Nebula Lord's Limit Break as well as Niobium and Lanthanum who gets 2000 power for each locked unit your opponent has. Nebula's Limit Break gives the whole front row a +3000 for eached locked unit your opponent has, completely depleting your opponent's hand size as well as even winning you the game itself. Even if you do not end the game that turn, your opponent is helpless as he can only attack with his Vanguard, making it an easy guard for you. (15k no pass most of the time, unless break ridden or the Vanguard's ability itself to gain power) At the end of your opponent's turn, when he unlocks his Rear Guards, you can use Palladium to re-lock them for your LB to be active and powerful again.





Let us calculate the numbers for this strategy.

Ideal Field ~:

Niobium                Nebula Lord.             Radon

Lanthanum.           Palladium.                Neon



Break Ride - Nebula +10,000 (21,000)

Dust Tail Moves to the soul to lock another front row.

Niobium and Lanthanum +6000 (15,000 and 13,000) respectively.

Limit Break. Your front row gets +9000.

Niobium~ (24,000)
Nebula Lord~ (30,000)
Radon~ (21,000)

Your lanes will be :

Left: 24,000 + 13,000 = 37,000
Center: 30,000 + 7000 = 37,000
Right: 21,000 + 7000 = 28,000

Against a Vanguard with a 11k Base will require

Left:37,000 - 11,000 = 26,000 ~~ 30k Guard
Center: 37,000 - 11,000 + 10,000 (2 pass) = 36,000 ~~ 40k
Right: 28,000 - 11,000 = 17,000  ~~ 20k

Total : 90k with the exception of triggers.

This is huge and will deplete almost any hand. Of course, perfect guards will indeed help, however, it is hard to guard against such huge numbers, especially if you are at 5 damage.
This is the main winning image of the deck.


 Here is one image of Moebius Operation:



Pros and Cons:

Now I will be talking about the pros and cons of this deck. I have play tested this deck a few times and have never lost... yet? Most of my opponent's could nto survive the Moebius Operation, however, there are times where I simply fail to break ride Nebula, and ended up winning without the Moebius Operation

Pros

- Good winning image which can easily deplete your opponent's hand and even win the game
- Super strong late in the game
- Defensive and Offensive at the same time.
- Really annoying to deal with.
- Link Joker had a defensive playstyle and with the Triangle Lock formation, you can protect yourself easily.

Cons:

-Weak early game, prone to rush decks
- Requires Break Ride to be effective, in other words, break ride dependant ~~ not exactly that consistent
- Requires proper field lineup ~~ A bit inconsistent some times
- Counter Blast Heavy if Nebula Lord is not break ridden for the locking of rear guards.



Let us move on the deck list now.



1x Star-vader, Dust Tail Unicorn - First Vanguard, used for the Triangle Lock Formation

8x Critical Triggers - For the early game damage to help get your opponent to 5 and with Moebius Operation, they are bound to lose.

4x Draw Triggers - This will help you get more cards in hand. Pretty useful especially in this deck.

4x Heal Triggers - Though it might cause you to lose your Limit Break... It is pretty good in any deck.

4x Demonic Bullet Star-vader, Neon - 10k attacker will help increase your power in case you do not have enough attackers when you use Nebula's Limit Break + Break Ride.

4x Demonic Claw Star-vader, Lanathanum - This guy will become a beast when you do a Moebius Operation as he will get 2000 power for eached locked unit your opponent has. Playing 4 will maximize consistency so that you will have him on the field when you Break Ride.

4x Barrier Star-vader, Promethium - Our neat little Perfect Guard. This will help you defend against the strongest attacks. Playing 4 will maximize its consistency of allowing you nullify an attack.

2x Prison Gate Star-vader, Palladium - He will help you to keep your opponent's units locked and thus being able to activate Nebula Lord's Limit Break the next turn after you break ride. I play 2 only as this costs a Counter Blast and it will be moved to soul after you use it thus giving you a minus 1. 

4x Unrivaled Star-vader, Radon - 12k Attackers always help the deck increase in overall attacking strength. Playing 4 of them will maximize consistency of getting him as well.

4x Evil Claw Star-vader, Niobium - Same as Lanthanum, playing 4 will allow you to achieve maximum consistency in having him as an attacker during the Moebius Operation.

3x Star-vader, Mobius Breath Dragon - When you ride him you will have a chance of locking one of your opponent's rear guards, thus disabling your opponent from rushing you, which is one of the deck's main weakness. However, since his ability only works on the Vanguard, I play 3

4x Star-vader, Infinite Zero Dragon - Our Break Ride which is necessary for our Moebius Operation. You would want to ride him first so we should play 4.

4x Star-vader, Nebula Lord Dragon - Our Ace card, thus we play 4 to have a higher chance of getting him.

I guess that is it for this deck profile, I tried to make it as in-depth as I possibly could, take care guys :)




Thursday, 5 September 2013

6 Grade 3s... Does it work? - Part 1

  Hey guys, this is my first topic for the blog and it will be on having only 6 Grade 3s in a deck. If most people do follow the tournaments in Japan, you will find that it is possible to run only 3 Grade 3s with Royal Paladins. This is because they have the Grade 3 searchers like Pongal and Wingal Brave which can search for Soul Saver Dragon and Majesty Lord Blaster respectively. Therefore these kinds of Decks are not included in this 6 Grade 3s Topic. 

  I have been testing out 6 Grade 3s and it has worked out so far with the help of Grade 3 searchers like Spark Kid Dragoon. This will help me to find the Grade 3 I need to ride if I don't already have one in my hand. I have tested this on Narukami mainly, focusing on Vermillion and Descendant. With lesser Grade 3s in the deck itself, it opens up more slots for the Grade 1s and 2s or maybe even 0s. This will also decrease the rate of getting grade locked at 1 or 2 as well if you did manage to put more of them in. 

  Here is an example Decklist:


Eradicators - Descendant 6 Grade 3s

Grade 0s:

1x Spark Kid Dragoon - FVG
4x Divine Spear Eradicator, Pollux - CT
4x Eradicator, Yellow Gem Carbuncle - CT
4x Eradicator, Dragon Mage - DT
4x Posionous Snake Eradicator, Seiobo - HT

Grade 1s: 15

4x Eradicator, Demolition Dragon
4x Eradicator Wyvern Guard, Guld
3x Eradicator of Ceremonial Bonfire, Castor
3x Rising Phoenix

Grade 2s: 12

4x Supreme Army Eradicator, Zuitan
4x Eradicator, Spark Rain Dragon
4x Evil Blade Eradicator, Cho-ou

Grade 3s: 6

3x Eradicator, Gauntlet Buster Dragon
1x Eradicator, Vowing Sword Dragon
2x Eradicator, Dragonic Descendant


  

  Having tried this decklist for a couple of games (Around 15 to 20). I have not gotten Grade stuck much at all. Only twice, both of which were stuck at Grade 1. Surprisingly, I never ever get Grade stuck at 2, because I will always either have a Grade 3 in my hand or with the help of Spark Kid Dragoon, I manage to search out a Grade 3 to ride for the next turn, and unflipping Spark Kid Dragoon's Counter Blast with Zuitan, if the opponent lets him hit. 

  Watch the video of me playing with this deck here
  
In my honest opinion, having 6 Grade 3s is viable and is sometimes beneficial to a deck. With the past games, the chances of getting stuck is relatively low, but of course, it's just me. 6 Grade 3s... is it viable enough for competitive play? Well you can try. Having 6 Grade 3s in a deck helps to create more space for other cards as well as increase your deck's overall or total shield.

  That is it for this post. See you guys around. Take care! :) - Mars

Blog Created.

  Hey, so I am Mars and this blog is going to be mainly about Cardfight Vanguard. I will be providing some videos on Cardfight Area and updating stuff about Vanguard as well as my thoughts. You can find me on the Cardfight Vanguard wiki itself and of course, my name on the wiki is m4rs
  I mainly play the clans in the Dragon Empire - Kagero as the main, Narukami as well. I prefer defensive style of play most of the time, which naturally makes me a Dragonic Overlord the End player. I also do play other clans but not as much as these 2. 
  I will also be providing Deck Profiles and Advice for clans as well. 


FIRST POST... YUS!

Just to add on,

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